[Ostoria] New 5e races and options for the Age of Giants

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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Aug 17, 2018 8:46 am

Unarmed attacks
To preserve game balance and D&D’s built-in DPR progression these rules differentiate between an Unarmed Strike and Natural Weapons. Unarmed Strikes do 1d6 or less Bludgeoning, Slashing, or Piercing damage. Some other rules in the PHB interact with Unarmed Strikes, others with weapons. If an unarmed attack does 1d8 or better damage dice or a damage type other than Bludgeoning, Slashing, or Piercing then it is a Natural Weapon and rules that can be used with Unarmed Strikes cannot be applied. When ajudicating how Natural Weapons interact with other rules a Natural weapon is a Melee Weapon but is not a Light, Heavy, or Improvised Weapon. For example the benefits of Savage Attacker (PHB169) can be applied to a Natural Weapon because it is a Melee Weapon but the benefits of Tavern Brawler (PHB170) cannot be applied because it is not an Unarmed Strike or Improvised weapon.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Aug 17, 2018 9:23 am

I have now read through and extracted all the information on giants in the 5e Monster Manual. I will be working through other canon sources on Ostoria and giants across all editions. Next is Volo’s Guide to Monsters. As I do this the race designs above will be added to and polished. More rules for playing in this era will be added. Additionally, more information will accumulate in the [Ostoria] Lore thread. Along the way I’ll add in other races including dragons. When Ostoria was at its peak the traditional hatred of dragon and giant did not yet exist.
Though presented for the Age of Ostoria these rules and races might be useful in any age and most D&D worlds. Hartsvale of the current era Forgotten Realms is interesting locale where dealing with giants is commonplace. A campaign set there might include giant PCs at higher levels. In the Planescape setting locations like Neiflhiem in Ysgard are filled with giants and Planescape’s kitchen sink approach means that giant PCs might even be rather more ordinary than some of thier companions. In the Council of Wryms Setting giants are the enemies of dragons who are assumed to be the PCs. However, a new take on that world could be a campaign where the PCs play the giants who come to raid the Io’s Blood Isles.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Aug 19, 2018 12:06 am

More detail added to the fluff for giant core race.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Fri Aug 31, 2018 8:11 am

Personality and Background
Alignment
All characters have an alignment to guide roleplaying. However, in character giants do not do not think in terms of good, evil, law, and chaos; instead they have the Ordening, Maat, and Maug.
Maat & Maug
Pronounced mott and mog, the giant ideas of Maat and Maug are important to understanding the behaviour of giants and Ostorian culture as a whole. Giants view each other through the lens of Maat (roughly translates as desirable) and Maug (undesirable). Small Folk are not judged by Maat and Maug in the eyes of the giants they have neither. Giants also don’t describe themselves or others as Maat or Maug, all giants perform actions which are both. A human might describe himself as a ‘good man’ but a gaint would never say he is a ‘Maat giant’. Instead Maat acts witnessed by others raise one within the ordening of one’s subrace, while Maug acts witnessed by others lower ones place in the subrace’s Ordening. Each subrace is expected to behave differently and has it’s own set of maat and maug behaviours.
As well as determining a giant’s rank among her own kind, the Ordening, maat and maug determine how the subraces of giant’s interact. This can prove confusing to humanoids who view the world through good, evil, law, and chaos. Giant’s are expected to behave according to the expected standards of their breed. When a frost giant band raids the neighbouring lands the elves there might petition the local cloud giant ruler to punish the raiders because the cloud giant has always treated them fairly (he is NG). However, the cloud giant will not punish the frost giants because they are behaving the way frost giants should. Maat and maug should outweigh foreign considerations of good and evil for giants behaving otherwise might even by maug. If the cloud giant punished the frost giants this would be a maug act. However, if the frost giants were doing so to appease a demon lord (thus breaking the Ordening) or the raids were by a Storm Giant (not typical storm giant behaviour) both would be maug and bring the cloud giant to seek justice.
Ordening
Every giant has a place in his or her breed’s ordening. Non-giants have no place and do not use these rules. In character giant’s don’t give each other ordening numbers, they just know each other by relative reputation and appearance. It’s like strength two characters don’t talk about having a strength score of 16 but two players might. To determine your character’s initial ordening score start with your level then for every ‘step’ your character deviates from the alignment listed for her breed in the MM subtract 1. If you have the Noble Background add 10. If you start play as a member of a class that can cast spells at first level subtract 5. Spellcasting itself does not affect ordening rank but the time spent learning magic and not doing deeds that improve ordening rank ensures casters are at a disadvantage.
For NPCs the referee will assign a number from 0 to 30 or for unimportant NPCs use Challenge + 1d10.
In play lower ordening breeds defer to higher ordening breeds. Within a breed giants size each other up and those with a lower ordening score usually defer to those with a higher one. However, deceiving or betraying a higher ordening giant is allowed as long as you don’t get caught. Any giant may challenge any other of the same breed, challenges between breeds are pointless the ordening of the breeds was decided by Annam and never changes. Non-giant cannot challenge giants because non-giants have no place in the ordening. If a lower ranking giant of the same breed does not defer to a higher ranking one the superior must issue a challenge or be treated as if he had lost to the subordinate. The contests to settle a challenge vary by breed. In all cases in the superior giant wins the loser loses a rank or ordening. If the lower ranking giant wins the two switch places in the ordening. A rechallenge can be issued but every loss to the same individual causes a further loss of a point of ordening.
As well as challenges remarkable actions that prove a giant’s capabilities in ways that matter to his breed’s ordening will raise ordening by one if there are witnesses or evidence verify the deed.
Background
It is recommended that players think carefully about the Background they choose to ensure it fits the role they wish to play and that the Features of Backgrounds function normally within the main area of the campaign regardless of your race. For example a human choosing the noble background in a campaign set in Ostoria’s north would have an unusual backstory that explains why even most giants defer to him, perhaps he has fought beside and gained a title from a powerful Storm Giant and is famous for that.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Sep 23, 2018 1:01 pm

Processing Volo's Guide to Monsters. One output is this updated equipment section...
Adventuring Equipment
Ale, keg. Humanoid brewers toil constantly to provide kegs of ale for their giant masters. Most travelling giants carry a humanoid-scaled keg of ale to provide refreshment. 10gp 334Lbs.
Bear skin. Three of these serve the same purpose as a bedroll for a giant. 2gp and 150Lbs each.
Cage, humanoid. Among many giant clans humanoids are little more than slaves. Even humanoid peasants and servants might consent to travelling within a cage to allow them to avoid jostling and bruising within the giant’s bag. Giants like to carry bards or other entertainers with them on their travels. The cage is usually made of hardwood with brass fittings. 20gp 200Lbs
Firewood bundle Huge. Enough dry wood to burn a bonfire sized giant ‘campfire for 6 hours bundled together with vines. 550Lbs 8gp.
Giant’s Bag (Huge Sack). Travelling giants usually have a shoulder strap on their bag for ease of carrying. 4cp 32Lbs.
Pig. Live pigs are commonly carried in giant bags as a ready source of fresh meat. 3gp (PHB157, 165Lbs based on medieval pig weights. If statistics are needed use boar statistics MM319. Breeds favoured by humanoids have no tusks and have an unarmed strike for 2 damage instead). Carrying a live pig makes stealth checks impossible.
Healing Potion, Huge 200gp 7d10+17. Provides the same average healing as 4 medium potions of healing but contains a gallon of fluid. A Huge or Large character can drink the fluid on one action easily. A Medium or Small character must take 12 actions to quaff the potion receiving 1d4+1 each round. Proper human scaled healing potions are more efficient for humans.
Knife, Huge utility This knife is not intended for combat only as a tool and dinnerware. After the fall of Ostoria giants often make do by using humanoid longswords as knives. This however, is a gaint sized tool built with a handle suited to a Huge hand. 13gp 1d8 slashing 3Lbs.
Pouch, Huge. 8gp 4Lbs
Rations, Huge. 1 day 8gp, 16Lbs
Skipping Stone. A carefully shaped flat stone used for the popular game of skipping stones across the surface of lakes. About the same size and shape as a humanoid tombstone. In a pinch the stone could be used as a weapon by Huge characters. Strength based thrown weapon damage 6sp, 225Lbs 3d8+STR range 60/240.
Towel, fine Huge. 25gp 12Lbs. Used by refined cloud giants, these are thick blankets of material often woven with beautiful pictures. In later ages giants use humanoid tapestries as towels.
Treasure box. A sturdy box as big as a humanoid’s chest used to keep small treasures separate from the other contents of the giant’s bag. 5gp 25Lbs

Trinkets
When playing giants players are encouraged to create trinkets of the appropriate size such as the skull of an owlbear.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sat Sep 29, 2018 1:22 am

Something I learned playing my solo adventure yesterday. When playing Cloud Giants be sure to use the race spells a lot. If you play a cloud giant fighter like a pure-fighter ignoring the race spells you are going to get crushed. The cloud giant race is worth 10 class levels and a lot of that race-power is tied up in access to spells. Play your cloud giant fighter like a fighter/wizard or perhaps a ranger. Use spells for mobility and rain rocks down on your enemies.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Sep 30, 2018 9:17 am

Rocks
Giants generally see little point in mechanically augmenting their strength with bows when a simple tossed stone is so effective for a person with their incredible strength. Giants use thrown rocks not only for warfare but also hunting and games. Prices are given for rocks which can be bought in giant markets. Characters can instead travel to an appropriate terrain an scavenge the rocks themselves for free. Rocks have two Sizes. First the Size of the intended user. Second the Size of the weapon as an object on the battlemap.
Rocks. The relative sizes of giant rocks are shown without scale in the 5e MM. In 5e Cloud giant rocks are shown on a map as a little under 5 feet in diameter but these rocks might have been dropped from above rather than thrown (SKT). The 2e era gives Cloud Giant Boulders as being 9 feet in diameter (GC). The masses given for stones in GC do not hold up to scrutiny. Using the cloud giant as a base I then assign the others sizes based on the MM illustration and the carrying capacity of a typical giant (calculated as per the PHB). I set the mass so that giant can carry at least three rocks and some other gear. The masses given here are calculated using a mid-range stone density of 160 lbs/cubic foot and the formula for the volume of a sphere.
As well as the Size requirement these weapons have a Strength requirement. The Strength before the slash is for single-handed (or double-handed) use with a range of 60/240 feet as a simple ranged weapon. The Strength number after the slash is for double-handed use (only) with a range of 10/30 feet as a martial ranged weapon.
Hunting stone. A smaller stone only about the size of a human head used for bringing down game (VGM) (Tiny object). Can be used by Large or Huge creatures. Thrown weapon 3sp 3Lbs 3d4+STR bludgeoning damage. Required Strength 19/18.
Skipping Stone. A carefully shaped flat stone used for the popular game of skipping stones across the surface of lakes. About the same size and shape as a humanoid tombstone (Small object). In a pinch the stone could be used as a weapon by Huge characters. Strength based thrown Huge thrown weapon 6sp, 100 Lbs 3d6+STR bludgeoning damage. Required Strength 21/18.

War rocks by breed. These are categorized by the breed whose warriors throw rocks of that mass. Civilians and youths (i.e. starting level PCs) often use rocks smaller than those used by veteran warriors. Starting PCs have a maximum of STR 20 and therefore are limited to hill giant rocks or frost giant rocks for single-handed use.
Cloud 21 inches diameter (Small object) 385 lbs 4d10 bludgeoning damage. Required Strength 26/22.
Frost or Fire 12 inches diameter (Tiny object) 125 lbs 4d10 bludgeoning damage. Required Strength 20/18.
Hill 8 inches diameter (Tiny object) 55 lbs 3d10 bludgeoning damage. Required Strength 20/17.
Stone 15 inches diameter (Tiny object) 195 lbs 4d10 bludgeoning damage. Required Strength 22/20
Storm 23 inches diameter (Small object) 460 lbs range 4d12 bludgeoning damage. Required Strength 28/22

Boulders. When wearing against each other, dragons, or other foes of Huge or greater size many giants prefer the terrible damage dealt by rocks so large that even a giant requires two arms to lift and throw (VGM). Here we call these ‘boulders’. Unlike humanoids giants seem quite capable of coordinating both arms in a double-handed throw (VGM). Weights and diameters are those given in GC.
Cloud 42 inches diameter (Medium object) 1540 lbs 5d10 bludgeoning damage. Required Strength 30/26
Frost or Fire 24 inches diameter (Small object) 500 lbs 5d10 bludgeoning damage. Required Strength 30/22
Hill 16 inches diameter (Tiny object) 223 lbs 4d10 bludgeoning damage. Required Strength 26/20
Stone 30 inches diameter (Small object) 785 lbs 5d10 bludgeoning damage. Required Strength 30/22
Storm 46 inches diameter (Medium object) 1845 lbs 5d12 bludgeoning damage. Required Strength 30/28
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Wed Oct 03, 2018 11:07 pm

Working my way through Volo’s. One of the outputs is Maat and Maug activities to go with the Ordening rules in a post above. Unsure about this. Do you think this will work at the table? The idea is to encourage roleplaying by incentives to act according to Cloud Giant culture.

Alignment: Cloud giants tend to emulated one of two aspects of their masked god Memnor. Either they are revere his charisma, intellect, and persuasiveness and are neutral good or they favour his deceitful, selfish, trickster side and are neutral evil. A cloud giant’s ordening rank is dependent on the wealth of her family and her personal wealth. However, piles of gold coins do nothing to enhance status, the treasure must have extravagance, beauty, and if possible rarity. Furthermore, it is not the actual value of the treasure that matters but how valuable other cloud giants think it is. Cloud giants believe that passing off a cheaper treasure as a more valuable item is encouraged by Memnor, as long as you don’t get caught. Competition in cloud giant culture finds expression through gift giving competitions, hosting the most expensive social gatherings, and wagers with valuable treasures hanging in the balance. In all these competitions cheating is encouraged as long as you don’t get caught.
For all Maat rewards the perceived value of the treasure involved should be at least current Ordening cubed. For example an ordening 10 wants to give an extravagant gift to raise her status, other cloud giants must believe the gift is worth (10x10x10) 1000gp. The treasure must also have artistic beauty and/or rarity. A pile of coins does not affect ordening. Each instance of an event that raises or lowers ordening does so by 1. As always activities that other could giants do not know about never affect ordening.
Interestingly, if the giver and the receiver of a gift both know its true value and both keep it a secret then both can increase their rank. However, giving a low apparent value gift to a high status giant does not increase the receiver’s rank and they have nothing to lose by revealing your ruse.
Maat. Display a newly acquired treasure to other cloud giants for the first time. Bestow a gift on another non-related person of any race, this can be food and entertainment if you are a host. Receive a treasure gift from a non-related cloud giant. Obtain a treasure through a wager.
Maug. Sell a treasure or have it stolen. Lose a treasure through a wager. A treasure you have previously received a Maat boon for is reveal to be worth less than other cloud giants believed at the time of the boon. A month passes without your gaining any Maat boons
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Boneguard » Wed Oct 03, 2018 11:42 pm

If it is an all/mostly giant party, I don't see it being a problem. As you mentioned, it should encourage role-playing your giant race...And other giants should react according to those expectation.

A single giant with a non-giant party, depending on the race, could be difficult, frustrating even, if you cannot role play it appropriately for free of being disruptive.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Thu Oct 04, 2018 3:42 am

Boneguard wrote:
Wed Oct 03, 2018 11:42 pm
If it is an all/mostly giant party, I don't see it being a problem. As you mentioned, it should encourage role-playing your giant race...And other giants should react according to those expectation.

A single giant with a non-giant party, depending on the race, could be difficult, frustrating even, if you cannot role play it appropriately for free of being disruptive.
Yeh, playing an individual from an actual culture (rather than a funny looking Californian) with different norms of behaviour and codes of conduct can really throw some other players. People say they support diversity but the moment a PC doesn’t behave the way you’d expect a modern USA-an to react to a situation they freak out. I played a giant who was properly foriegn in a Fantasy Craft PbP and there was an issue with another player trying to take control of my character’s actions at one point because they didn’t fit with his neat plan. (Google Weoxgild for more).
Anyway, perhaps I should clearly label this stuff as optional and explain why.
Last edited by Coronoides on Thu Oct 04, 2018 11:56 am, edited 1 time in total.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Thu Oct 04, 2018 11:55 am

Arg wrong button stupid bumpy tram.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Boneguard » Sat Oct 06, 2018 3:09 pm

Coronoides wrote:
Thu Oct 04, 2018 3:42 am
Yeh, playing an individual from an actual culture (rather than a funny looking Californian) with different norms of behaviour and codes of conduct can really throw some other players. People say they support diversity but the moment a PC doesn’t behave the way you’d expect a modern USA-an to react to a situation they freak out. I played a giant who was properly foriegn in a Fantasy Craft PbP and there was an issue with another player trying to take control of my character’s actions at one point because they didn’t fit with his neat plan. (Google Weoxgild for more).
Anyway, perhaps I should clearly label this stuff as optional and explain why.
Exactly, I was living in South Korea for 3 years in the early 2000 and it was quite a shock under some aspect because of this cultural differences...and I'm pretty sure even a trip in the US Midwest or Southern US will feel different then Canada (my limited experience with Northern US seems to be about on par)...and that's within the same Race.

Now if you bring in the variable of a different race, it could get quite exotic.
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Tue Oct 09, 2018 8:06 pm

As I have said elsewhere the Ostoria project uses a lot of work I have already done but there is still lots to do. I also have my other projects (Council of Wryms and Gulliver’s Trading Company), ongoing campaign, and my salaried work as an academic so the progress will be slow.
Pre-existing material
1. Analyse the WOTC rules to reverse engineer the race creation rules. Status: Done
2. Extend the same by utilising existing rules and power-curves. Status: Done
3. Play-test these race design rules. Status: Done
4. Using the above develop the traits giants dragons and other needed races. Status: Done
Years June 2018 - June 2020
5. Play-test the races to be used. Status: In progress 5%
6. Full Write-ups for the races. Status: In progress 70%
7. Read all canon information on Ostoria and incorporate into the project. Status: In Progress. 15% Help from the FR fanbase greatly appreciated!
8. Rules covering setting specific character options and equipment. Status: Started 50%
9. Draft map. 5%
Years June 2020 - June 2022
10. Recruit cartographer and finalise map Status: Not Started 0%
11. Write extrapolations and material needed to turn the work to date into a coherent book. Status: Not started 0%
12. Drafts, art, final polish, publish Status: Not started 0%
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Sun Oct 28, 2018 2:34 am

Maat and Maug actions added to fire giant post.

Scaled Equipment
An issue is equipment of the right size. Firstly, regardless of Size, I recommend players pay Medium Scale coin prices for equipment at the time of character creation.
For armour we learn from the barding rule, different sized armour does not differ in AC from Medium scale, cost is x4 per scale up and x1/4 per scale down, weight is x2 per scale up and x1/2 per scale down. In the PHB Small armour costs and weighs the same as Medium you may wish to change this. These rules could be used for any worn equipment and also for containers such as packs or barrels.
Weapon cost probably increases in proportion to the average damage of the weapon (see below) compared to the Medium version, i.e Large x2, Huge x3, Small x1/2 and Tiny x1/4. Weight increases by x8 per Size increase or x1/8 per Size decrease in the real world.
For food and water buy medium size rations, note the wieght bought then consult DMG111.
For other non-worn gear my best guess is cost x2 per increase in scale and x8 mass, x1/2 and x1/8 per scale down. The exception is items with value based on their materials, such as gold jewellery, those increase in cost as per weight.
Capacity of scaled containers (PHB153) is x8 per scale up and x1/8 per scale down.
Size and weapon damage
For scaled weapons, if the weapon is in the monster’s description use the damage listed (minus the monster version’s STR modifer (or DEX modifier if finesse) if the creature is not Tiny). If the weapon is not in the MM, for Large scale double the number of damage dice, and for Huge triple the number of dice. Gargantuan scaled weapons would be 4x the usual number of damage dice. I suggest halving the number of sides of the dice (round down) used for Small weapons (for example a 2d6 becomes 2d3, a d2 becomes 1 damage, 1 damage becomes 0 damage). Using this system a Small Greatsword does 2d3 slashing.
Unarmed damage is NOT scaled this way. Unless bought as a separate trait unarmed damage is 1 bludgeoning. Note though as described in “Tool Use 3+ and Size” below big creatures with good hands can upgrade Natural Attacks with a discount as shown on the table in that section. This is also an example of why this is a system for referees not players, yes you can upgrade natural attacks with a big discount but you should also use restraint and choose a ‘sub-optimal’ natural attack damage if natural weapons are not thematically important to the race. When building a Large or bigger race I recommend purchasing the following minimum damage levels for normal punching, kicking, etc. Tiny 0 damage, Medium or Small 1 damage at not cost, Large 1d2, Huge 1d4, and gargantuan 1d8.
The range of thrown and missile weapons does not increase with Large Size. Small creatures in the MM use Medium scale weapons, but at a guess Small scale weapons have normal range (like Large they are only one Size away from Medium). Another guess, Huge and Gargantuan scale weapons have the double range (opposite of Tiny).
Reach weapons add the following to reach by Size Tiny 0 ft, Small or Medium or Large 5ft, Huge or Gargantuan 10 ft. This is the same progression as ranged weapons.

Size as a flaw
For Sizes other than Small and Medium, whenever your Size place you in danger or prevents you from doing something critical your DM might award Inspiration (PHB p125). For example a giant might be rewarded Inspiration for not being able to enter a cave where the rest of the party was losing a fight but not if the cave was merely providing safe shelter from the rain. If your Size makes something more difficult but not impossible apply Disadvantage, for example a hill giant trying to pick a human-built lock.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: [Ostoria] New 5e races and options for the Age of Giants

Post by Coronoides » Tue Oct 30, 2018 1:32 am

Like the Darksun world of Athas and many other worlds of D&D, Toril during the Age of Ostoria is differentiated by the absence of some familiar PC races and inclusion of unusual races. You may be surprised to find there are no giantkin (these came into existence 500 years after Ostoria’s fall).
PC races are divided into common races (those that can pass without comment in Ostoria) and Uncommon races (who attract some kind of attention) just as they are in the PHB. As per the advice in the PHB some DMs might disallow uncommon races as PCs.
Common races: elves (the wood subrace only who are known as ‘Green Elves’ in this time), dragons (of the metallic subraces), half-elves, humans, and giants of the cloud, fog, hill, and stone subraces. In the Ostorian Age these races, even dragons, can stride down a city street without drawing comment. If you are playing during the Thousand Year War era then the acceptability of even metallic dragons declines as the war escalates. In this later period dragons become an uncommon race.
Uncommon races: aarakocra, dragonborn (metallic subraces only), half-orcs, gold (high) elves, kenku, lizardfolk, orcs, sea elves, and yuan-ti purebloods. Frost giants have poor reputations and lone fire giants are usually vagabonds. These giant breeds are tolerated if they are the retinue of a cloud giant but otherwise they are mistrusted or feared. Storm giants are so rare and reclusive that they draw cautious curiosity (a storm giant is not playable until 17th level). Additionally, demigods are very rare but attracted to quests like hornets to honey. If others realise what a demigod is then they are treated with awe and curiosity.
The other PC races in the PHB do not exist. At the referee’s discretion characters of other PHB races might be present as travellers from the worlds of distant crystal spheres or the far future. However, unless the planned follows a group of outsider explorers this is not recommended because much of the feel of the setting will be lost. These characters also have few ties to the world they find themselves in.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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